Struct solstice::mesh::VertexMesh[][src]

pub struct VertexMesh<V> { /* fields omitted */ }

The Mesh represents a set of vertices to be drawn by a shader program and how to draw them. A well-formed Vertex implementation will provide information to the mesh about it’s layout in order to properly sync the data to the GPU. A derive macro exists in Vertex that will derive this implementation for you.

use solstice::vertex::{VertexFormat, AttributeType};
#[repr(C, packed)]
struct TestVertex {
    position: [f32; 2],
    color: [f32; 4],
}

impl solstice::vertex::Vertex for TestVertex {
    fn build_bindings() -> &'static [VertexFormat] {
        &[VertexFormat {
            name: "position",
            offset: 0,
            atype: AttributeType::F32F32,
            normalize: false,
        }, VertexFormat {
            name: "color",
            offset: std::mem::size_of::<[f32; 2]>(),
            atype: AttributeType::F32F32F32F32,
            normalize: false
        }]
    }
}

let vertex_data = vec![
    TestVertex {
        position: [0.5, 0.],
        color: [1., 0., 0., 1.]
    },
    TestVertex {
        position: [0., 1.0],
        color: [0., 1., 0., 1.]
    },
    TestVertex {
        position: [1., 0.],
        color: [0., 0., 1., 1.]
    },
];

Vertex data is then copied into the mesh.

let mut mesh = solstice::mesh::Mesh::new(&mut ctx, 3);
mesh.set_vertices(&vertex_data, 0);

Once constructed, a Mesh is of an immutable size but the draw range can be modified to effectively change it’s size without changing the underlying memory’s size.

let mut mesh = solstice::mesh::Mesh::new(&mut ctx, 3000).unwrap();
mesh.set_draw_range(Some(0..3)); // draws only the first three vertices of the 3000 allocated

Implementations

impl<V> VertexMesh<V> where
    V: Vertex
[src]

pub fn new(ctx: &mut Context, size: usize) -> Result<Self, GraphicsError>[src]

Construct a Mesh with a given number of vertices.

pub fn with_data(
    ctx: &mut Context,
    vertices: &[V]
) -> Result<Self, GraphicsError>
[src]

pub fn with_buffer(buffer: Buffer) -> Self[src]

pub fn set_vertices(&self, ctx: &mut Context, vertices: &[V], offset: usize)[src]

Write new data into a range of the Mesh’s vertex data.

pub fn set_draw_range(&mut self, draw_range: Option<Range<usize>>)[src]

Sets the range of vertices to be drawn. Passing None will draw the entire mesh.

pub fn set_draw_mode(&mut self, draw_mode: DrawMode)[src]

Sets how the vertex data should be tesselated.

pub fn draw_range(&self) -> Range<usize>[src]

pub fn draw_mode(&self) -> DrawMode[src]

pub fn len(&self) -> usize[src]

Trait Implementations

impl<V: Debug> Debug for VertexMesh<V>[src]

impl<V: Vertex> Mesh for VertexMesh<V>[src]

impl<V: Vertex> Mesh for &VertexMesh<V>[src]

impl<V: Vertex> MeshAttacher for VertexMesh<V>[src]

Auto Trait Implementations

impl<V> RefUnwindSafe for VertexMesh<V> where
    V: RefUnwindSafe

impl<V> Send for VertexMesh<V> where
    V: Send

impl<V> Sync for VertexMesh<V> where
    V: Sync

impl<V> Unpin for VertexMesh<V> where
    V: Unpin

impl<V> UnwindSafe for VertexMesh<V> where
    V: UnwindSafe

Blanket Implementations

impl<T> Any for T where
    T: 'static + ?Sized
[src]

impl<T> Borrow<T> for T where
    T: ?Sized
[src]

impl<T> BorrowMut<T> for T where
    T: ?Sized
[src]

impl<T> From<T> for T[src]

impl<T, U> Into<U> for T where
    U: From<T>, 
[src]

impl<T, U> TryFrom<U> for T where
    U: Into<T>, 
[src]

type Error = Infallible

The type returned in the event of a conversion error.

impl<T, U> TryInto<U> for T where
    U: TryFrom<T>, 
[src]

type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.